Knights of the Old Republic - OCC

Here is a Jedi 6 version of Talessa using the new species stats.

Medium Female Mirulka, Jedi 6 CL6
Destiny 1; Force Points 8
Init +9(re-roll); Perception +16, +7; Use the Force: +16
Languages Linguist: Miralukese, Basic, Bothese, Cerean, Ithorese, Mon Calamarian, Ryl
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Defense Reflex: 18 (flat-footed 17); Fortitude: 17; Will: 21; Deflect
Hit Points: 60 Threshold: 17
notes on Immunities and special resistances
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Speed 6 squares
Base Attack Bonus +6, Grapple +5
Melee Light Saber +7 (2D8 + 2)
Ranged any ranged weapon attack and notes
Attack Options
Force Disarm, Force Stun, Mind Trick, Rebuke
Special Abilities Deflect, Adept Negotiator, Force Perception
Force Powers Known (Use the Force +16): Farseeing, Force Disarm, Force Stun, Mind Trick, Rebuke
Force Secrets: none
Force Techniques: none
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Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 19*, Cha 16* (* +1 at level 4)
Talents: Force Perception (Jedi 1), Deflect (Jedi 3), Adept Negotiator (Jedi 5)
Feats: Weapon Proficiency (Light Sabers, Simple Weapons), Force Sensitive(Free), Improved Defenses (1st Level), Skill Focus: Use the Force(Jedi 2), Force Training (3rd Level), Weapon Finesse (Jedi 4), Melee Defense(Jedi 6), Linguist(6th Level)
Skills:
Initiative +9, Know. Galactic Lore +10, Pilot +9, Use the Force +16
Possessions: Light Saber, Robe
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Blindness: Miraluka cannot see normally. Unless they are able to use Force Sight (see below), all targets effectively have total concealment from them.
Force Sight: Miraluka have the ability to see through the Force despite being blind. This functions as the Force technique Improved Sense Surroundings (SECR p.103).
Quick Reactions: Miraluka may reroll Initiative checks, but they must keep the second result even if it is worse.
 

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Here is Talessa as a Noble 1/Jedi 5

Medium Female Mirulka, Noble 1/Jedi 5 CL6
Destiny 1; Force Points 8
Init +9(re-roll); Perception +16, +7; Use the Force: +16
Languages Linguist: Miralukese, Basic, Bothese, Cerean, Ithorese, Mon Calamarian, Ryl
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Defense Reflex: 18 (flat-footed 17); Fortitude: 16; Will: 22; Deflect
Hit Points: 48 Threshold: 17
notes on Immunities and special resistances
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Speed 6 squares
Base Attack Bonus +5, Grapple +4
Melee Light Saber +6 (2D8 + 2)
Ranged any ranged weapon attack and notes
Attack Options
Force Disarm, Force Stun, Mind Trick, Rebuke
Special Abilities Deflect, Adept Negotiator, Force Perception
Force Powers Known (Use the Force +16): Farseeing, Force Disarm, Force Stun, Mind Trick, Vital Transfer
Force Secrets: none
Force Techniques: none
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Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 19, Cha 16
Talents: Inspire Confidence (Noble 1), Deflect (Jedi 1), Force Perception (Jedi 3), Adept Negotiator (Jedi 5)
Feats: Weapon Proficiency (Light Sabers, Simple Weapons, Blasters), Force Sensitive(Free), Linguist (Starting Feat), Skill Emphasis Treat Injury (1st Level), Skill Focus: Use the Force(Jedi 2), Force Training (3rd Level), Weapon Finesse (Jedi 4), Melee Defense (6th Level)
Skills:
Initiative +9, Know. Galactic Lore +10, Know. Life Sciences +10, Persuasion +11, Pilot +9, Treat Injury +17, Use Computer +10, Use the Force +16
Possessions: 3200 credits Light Saber, Robe, Medical Kit, Surgery Kit,
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Blindness: Miraluka cannot see normally. Unless they are able to use Force Sight (see below), all targets effectively have total concealment from them.
Force Sight: Miraluka have the ability to see through the Force despite being blind. This functions as the Force technique Improved Sense Surroundings (SECR p.103).
Quick Reactions: Miraluka may reroll Initiative checks, but they must keep the second result even if it is worse.
 

Bare in mind that at the moment Jarec, Elan, and Jade are the only ones who can do Force Jumps, and we can only pull off 1 of those each without needing a Force point to refresh.
 

Cool, and I do see what you are saying but look at Cerean, Duros, Ithorian, Mon Calamari, etc. So I agree with you to a point… the fact that I am giving Force Sensitivity feat for free and not giving a Miraluka character anything else also sort of brings some balance I think



Anyway, if you wanted to go towards a ‘Healer’ type here would be my idea (again 100% subject to change by you)

Talesa Nell, Jedi Healer

Medium Miraluka Female Noble 1/Jedi 5, CL6
Destiny 1; Force Points 8
Init +9 (can re-roll); Perception +16, (blind +7); Use the Force: +16
Languages (Linguist): Miralukese, Basic, Bothese, Cerean, Ithorese, Mon Calamarian, Ryl
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Defense Reflex: 18 (flat-footed 17); Fortitude: 17; Will: 21; Deflect
Hit Points: (18+5d10); Threshold: 17
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Speed 6 squares
Base Attack Bonus +6, Grapple +5
Melee Light Saber +7 (2D8 + 2)
Ranged +7
Attack Options: Force Disarm, Force Stun, Rebuke
Special Abilities: Deflect, Force Perception
Force Powers Known (Use the Force +16): Farseeing, Force Disarm, Force Stun, Rebuke, Vital Transfer
Force Secrets: none
Force Techniques: none
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Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 19*, Cha 16* (* +1 at level 4)
Talents: Deflect (Jedi 3), Force Focus (Jedi 5), Force Perception (Jedi 1)
Feats: Force Sensitive (free racial), Force Training (3rd Level), Linguist (free Noble), Improved Defenses (1st Level), Melee Defense (6th level), Skill Focus: Use the Force (Jedi 2), Weapon Finesse (Jedi 4), Weapon Proficiency [lightsaber, pistols, simple weapons] (base Noble, Jedi)
Skills:Gather Information (+11), Initiative (+9), Knowledge [galactic lore] (+10), Knowledge [life sciences] (+11), Persuasion (+11), Ride (+9), Treat Injury (+12), Use the Force (+16)
Possessions: Light Saber, Robe
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Blindness: Miraluka cannot see normally. Unless they are able to use Force Sight (see below), all targets effectively have total concealment from them.
Force Sight: Miraluka have the ability to see through the Force despite being blind. This functions as the Force technique Improved Sense Surroundings (SECR p.103).
Quick Reactions: Miraluka may reroll Initiative checks, but they must keep the second result even if it is worse.
 


Shalimar said:
Bare in mind that at the moment Jarec, Elan, and Jade are the only ones who can do Force Jumps, and we can only pull off 1 of those each without needing a Force point to refresh.


And Jamin can force jump as well. I had to do a double take, but Surge is on my very brief list of powers.

Also, I just noticed that 2-hand melee damage is DOUBLE your strength bonus, not 1.5, so my lightsaber damage just went up!
 

It might be metagaming a bit, but on shalimar's Talessa as noble 1/Jedi 5 build, I think I'd give her perception as a trained skill (yes, technically she 'sees' through the Force, but her other senses are normal and her wisdom is higher than her Cha), ditch the Force Perception talent and the pilot skill (since we've got plenty of pilots and the player mentioned doing that anyway), and use the freed spot for another talent.
 

Shalimar said:
Bare in mind that at the moment Jarec, Elan, and Jade are the only ones who can do Force Jumps, and we can only pull off 1 of those each without needing a Force point to refresh.

And I rather doubt Serrana's ever going have more than one or two Force Powers; she may be in the Jedi Order, have levels in the Jedi class (but not many; after Jedi 2 she should be Ace Pilot at least for a while), and eventually be knighted, but she's going to always look more like a force-sensitive scoundrel than a stereotypical Jedi of any stripe.
 

I've been thinking about Jarec, and I'm not sure that the dual lightsaber is really right for him - it seems a bit too finesse. I see him as much more direct, relying on sheer physical power. So power attack and cleave are spot on. How does mighty swing work? Or running attack? Or acrobatic attack?
 

I know I already have a character approved and all...but I thought I'd throw this slightly wierd idea out, and see what you though of it Karl.


"Arro" or "Sarge" R0-T4 Military Training and Tactical Analysis Droid

[sblock]Medium Droid (4th degree) Soldier 6, CL6
Destiny 1; Force Points 8
Init +12; Perception +3; Darkvision
Languages Basic, Binary
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Defense Reflex: 22 (flat-footed 18); Fortitude: 18; Will: 16; Improved Armored Defense
Hit Points: 57 Threshold: 18
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Speed 6 squares
Base Attack Bonus +6, Grp +8
Melee punch +8 (1d3+5) or
Ranged Heavy Blaster Rifle +11 (3d10+3) or
Ranged Heavy Blaster Rifle +9 (4d10+3) (Rapid Shot) or
Area Heavy Blaster Rifle +6 (3d10+3) (Autofire) or
Ranged Sporting Blaster Rifle (accurate) +11 (3d6+3) or
Ranged Sporting Blaster Rifle (accurate) +9 (4d6+3) (Rapid Shot) or
Ranged Heavy Blaster Rifle +9 (3d10+3) and
Ranged Sporting Blaster Rifle (accurate) +9 (3d6+3) (Dual Weapon Mastery II)
Atk Options Dual Weapon Mastery II, Point-Blank Shot, Precise Shot, Rapid Shot
Special Abilities Battle Analysis
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Abilities: Str 14, Dex 18, Con --, Int 12, Wis 10, Cha 10
Talents: Armored Defense, Battle Analysis, Improved Armored Defense
Feats: Armor Proficiency (light, medium), Dual Weapon Mastery I, Dual Weapon Mastery II, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Rifles), Weapon Proficiency (pistols, rifles, simple weapons)
Skills: Initiative +12, Knowledge (Tactics) +9, Mechanics +9, Treat Injury +8
Model Details: Plasteel Shell, Jump Servos, Reinforced Blaster Rifle tool appendage, darkvision, rifle storage attachment (985/1000 credits)
Possessions: heavy Blaster Rifle, sporting blaster rifle, short-range comlink, medpac, 75 credits
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Experience 10,000
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Height 2m, Weight 215kg

Background

R0-T4 was one of a limited run of military droids sold to small militia groups throughout the galaxy, encouraging out-of-the way planets to trian themselves to fight back against the many threats that come around year-to-year. Nomi Sunrider came across this particular unit she calls "Arro" some years ago in her travels, on a world whose one settlement had been decimated by an unknown force. After speaking to R0-T4, she suspects that at least one member of the pirate crew that sacked the settlement was a dark force-user. She offered the droid a chance to come back to her training facility and help train young Jedi in combat tactics, in addition to acting as tactical support should any real danger ever befall her apprentices. Not ever been asked to make a decision of this type before, Arro was overwhelmed, but he eventually decided that having an army, however small, was preferable to commanding a settlement of dead warriors, so he accepted.

The students always call Arro "Sarge" as that is his programmed personality-a drill sargeant. He's spent lots of time studying with Master Sunrider, learning Jedi abilities and tactics, analyzing them, and trying to apply them to the small group of warriors he is helping to train.

Arro looks like a standard protocol droid except for three unusual features. His head is shaped like an ancient helmet with a lower grill that serves as a "mouth" and a dark visor that serves as his optical sensors. On his back there is a third arm that ends in a heavy blaster rifle. Usually this arm is simply folded on his back, with the rifle held against his back, but when he needs to fire it the arm extends, able to aim behind him or over his shoulder to shoot enemies in front. Also on his back is a magnetic nook that will hold most other types of rifle for easy access, should R0-T4 need to use both of his firearms. The last unusal mark of his make is that his outer shell is a dull olive-green colored plasteel, offering him some level of protection above and beyond a normal droid. His voice is low-pitched, but it carries over great distances through the din of battle quite well. He is excellent at telling how much fight his allies and opponents have left in them and supporting/directing the battle accordingly.[/sblock]

If you have any interest in diversifying the characters in the party, I think Arro would be a blast to play. He would have a very clear "Destiny" as a droid meant to help unifiy these Jedi into a cohesive unit so that they can complete whatever it is the Force has in store for them. Also, he can shoot stuff. Long-term I would see him taking levels in Soldier until he can take levels in either Elite Trooper or even Officer, taking his Tactical Analysis and directive abilities to a whole new level.

That said, I'd still have fun with Jamin if you are set on an All-Jedi, All-the-time group. Whatever you are thinking!
 

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